@rossimo/react-native-webgl v0.7.1
react-native-webgl
react-native-webgl implements WebGL 1 in React Native.
Install
npm i --save react-native-webgl
# OR
yarn add react-native-webglConfigure your React Native Application
react-native link react-native-webglIMPORTANT: you must also manually do the following:
on iOS:
in your XCode project,
- if it not there, add
libRNWebGL.ain the Linked Libraries of your project target (and remove the potentiallibGPUImage.aif it not needed). There is a "bug" withreact-native link.
on Android:
react-native-webgl is implemented with some C++ bricks and react-native link react-native-webgl is not enough to install and configure your project for Android:
android/local.properties: Make sure you have an up-to-date Android NDK (needed to compile the Native C++ code) and that it's properly configured in ANDROID_NDK env or inlocal.propertiesfile (e.g.ndk.dir=/usr/local/share/android-ndk).android/build.gradle: If it's not already there, addgradle-download-taskbuildscript dependency:classpath 'de.undercouch:gradle-download-task:3.1.2'. If you don't do this, you will likely have:downloadJSCHeadersnot working.android/app/build.gradle: Make sure you haveminSdkVersion 17or higher
Usage
Ths library exposes a WebGLView that implements WebGL in React Native.
Basic gist:
import React, { Component } from "react";
import { WebGLView } from "react-native-webgl";
class RedSquareWebGL extends Component {
onContextCreate = (gl: WebGLRenderingContext) => {
const rngl = gl.getExtension("RN");
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
rngl.endFrame();
};
render() {
return (
<WebGLView
style={{ width: 100, height: 100 }}
onContextCreate={this.onContextCreate}
/>
);
}
}For a better example, see Image drawn through a Shader (vanilla WebGL). Then, feel free to use your preferred library, like https://github.com/regl-project/regl , https://github.com/mrdoob/three.js or https://github.com/gre/gl-react (
gl-react-nativeis backed by this implementation).
Difference with web's WebGL
"RN" Extension
The first noticeable difference is the addition of an extension, called "RN" that you can get with gl.getExtension("RN"). It returns an object with a few functions:
endFrame(): the mandatory call to get anything drawn on screen. It's the way to tell the current implementation everything is finished for the current frame. (we might later introduce better way)loadTexture(config): It is a way to load aTexturewith a configuration object. For the config object format see Section Texture Config Formats.This function returns a Promise of{ texture, width, height }where texture is the actualWebGLTextureinstance you can use in agl.bindTextureand width and height is the texture dimension.unloadTexture(texture): It is a way to unload aTexturewith the texture object that was returned from a previousloadTexturecall. This must be invoked when a texture is no longer required and when it can be removed, in order to avoid memory leaks. This is especially important when using your preferred library (such as three.js), as not only the objects created by your preferred library will need to be disposed, but the texture object itself needs to be unloaded. For an example of how to safely remove all references to textures, see this memory leak issue discussion.
Texture Config Formats
The texture formats are provided in an extensible and loosely-coupled way via adding more "Loaders" to the project. (as soon as they are linked, they will get discovered by RNWebGL via the RN bridge).
This library comes with one built-in loader: the Image Loader. More loaders can come via libraries like react-native-webgl-camera and react-native-webgl-video. Feel free to implement your own.
Image Loader
Format is { image } where image have the same format as React Native <Image source prop.
Shared config options
There are also config options shared (by convention) across the loaders:
yflip(boolean): allows to vertically flip the texture when you load it. You likely always want to set this to true. (default is false because it's an extra cost)
Remaining WebGL features to implement
The current early implementation miss a bunch of WebGL features, meaning that some gl methods won't work.
Here is the methods that are not supported yet:
framebufferRenderbuffergetFramebufferAttachmentParameterbindRenderbuffercreateRenderbufferdeleteRenderbuffergetRenderbufferParameterrenderbufferStoragecompressedTexImage2DcompressedTexSubImage2DgetTexParametertexSubImage2DgetUniformgetVertexAttribgetVertexAttribOffset
Here is the methods that are partially supported:
texImage2D: works with a few formats only (refer to current implementation). You might want to userngl.loadTextureto load images/camera/videos/whatever textures.
Thanks
This implementation is a standalone fork of Expo GLView (MIT License) available on https://github.com/expo/expo and https://github.com/expo/expo-sdk. Huge kudos to Expo team and especially @nikki93 for implementing it.
8 years ago